ODIN Pricing Fundamentals
Why CPU and RAM hours?
ODIN’s Trial and Indie tiers are based on a fixed pool of CPU and RAM hours rather than a fixed number of server instances. This gives developers the freedom to tailor their infrastructure to the needs of their games. Some titles benefit from many small instances across multiple locations to minimise latency, while others need a few powerful servers with large memory footprints. The Trial tier includes 1,440 CPU‑hours and 2,880 GB‑RAM‑hours (sufficient for one M‑4 instance or two S‑2 instances running all month), and the Indie tier provides 14,400 CPU‑hours and 28,800 GB‑RAM‑hours per month.
- Flexibility by game type: A fast competitive shooter might need many small servers deployed in multiple regions. A single‑threaded physics‑heavy game might require one fast CPU and lots of RAM. An MMO might need servers with as many cores and as much memory as possible. With resource pools, teams decide how to allocate CPU and RAM without hidden costs.
- Predictable costs: Resource pools reset every month like a health bar in a game. When the pool is exhausted, developers can either switch to Pay‑as‑you‑Go or upgrade. Automatic shutdown of idle servers prevents wasting resources.
- Fair to indies: The Indie plan offers generous resources at a low flat rate, enough for prototypes, tests and many early‑access titles. If traffic spikes, servers are scaled for 48 hours at no extra charge; only then does billing fall back to the Pay‑as‑you‑Go model.
The billing cycle always runs from the first day of the month to the last day of the month.
The Indie tier is billed monthly, but if you start within a month, the fee is calculated pro rata for the
remaining days.
If you switch from Indie to Pay-as-you-Go during the month, the Indie plan is billed pro rata from the first day
of the month up to the day of the switch.
Converting resources to server instances
To estimate how many servers can be run from a resource pool, use these simple formulas:
For example, a S-2 instance (1 vCPU, 2 GB RAM) consumes in a 30-day month:
- CPU hours:
- RAM hours:
In the Trial plan (1,440 CPU-h and 2,880 GB-RAM-h), this means you can run two S-2 instances continuously before the CPU pool (2 × 720 = 1,440) and the RAM pool (2 × 1,440 = 2,880) are both used up.
It is important to understand that both CPU and RAM hours drain the pool.
If you run a server with more memory (e.g. 4 GB instead of 2 GB), the RAM pool is consumed twice as fast, even
if CPU usage stays the same. The reason is simple:
- A machine always requires both CPU and memory.
- Even if the CPU is idling, a high memory footprint still ties up physical resources.
- Conversely, a CPU-heavy process with little RAM will exhaust the CPU budget faster.
That’s why both CPU and RAM hours are tracked separately, and whichever runs out first defines how many servers you can operate within your plan.
Table: Examples of Trial and Indie resource usage (24/7 operation)
Instance type (vCPU/RAM) | Monthly resource usage per instance | Max. instances in Trial | Max. instances in Indie | Typical use case |
---|---|---|---|---|
S‑1 (1 CPU / 1 GB) | 720 CPU‑h / 720 RAM‑h | 2 | 20 | small match servers, tools |
S‑2 (1 CPU / 2 GB) | 720 CPU‑h / 1,440 RAM‑h | 2 | 20 | arena shooters with low memory needs |
S‑4 (1 CPU / 4 GB) | 720 CPU‑h / 2,880 RAM‑h | 1 | 10 | simple worlds, prototypes |
M‑4 (2 CPU / 4 GB) | 1,440 CPU‑h / 2,880 RAM‑h | 1 | 10 | multiplayer servers for early access |
L‑4 (4 CPU / 4 GB) | 2,880 CPU‑h / 2,880 RAM‑h | – | 5 | larger MMO shards requiring CPU |
L‑8 (4 CPU / 8 GB) | 2,880 CPU‑h / 5,760 RAM‑h | – | 5 | heavy simulations |
Note: The table assumes continuous operation. For temporary servers (e.g. playtests), resources last proportionally longer; running four S‑2 instances 12 hours per day is equivalent to two instances 24 hours.
Practical tips and tools
- Dashboard monitor: The ODIN console shows remaining CPU and RAM hours and warns when the pool is low. Budget limits can be set to avoid overspend.
- Regional distribution: To minimise latency, deploy many small instances across regions. Resource‑intensive games may use fewer, larger instances in fewer locations.
- Automatic shutdown: Enable automatic termination of idle servers to prevent burning budget.
- Upgrade path: If the resource pool is insufficient, switch to Pay‑as‑you‑Go or upgrade to a higher tier at any time.
Detailed pricing tiers
Trial (Free)
- Price: €0/month (never billed).
- Resources: 1,440 CPU‑hours + 2,880 GB‑RAM‑hours (enough for two S‑2 servers or one M‑4 server running 24/7 for a month).
- ODIN Voice: Up to 25 concurrent users.
- Limitations: Intended for evaluation; not suitable for live production use.
In Trial, unlike as in the Indie Tier, the resources are not refilled monthly. When the resources are used up, servers are automatically stopped. To continue using ODIN, switch to Pay‑as‑you‑Go or the Indie plan.
Indie Starter Plan
- Price: €49 per month.
- Resources: 14,400 CPU‑hours + 28,800 GB‑RAM‑hours refilled per month. This can sustain ten M‑4 servers or twenty S‑2 servers running continuously.
- ODIN Voice: Up to 500 concurrent users.
- Support: 4 hours of one‑on‑one support with an ODIN engineer.
- Grace period: If usage temporarily exceeds the pool, servers scale for 48 hours up to 200% at no extra cost before servers are stopped. You'll get notified so that you have enough time to switch to Pay as you Go.
- Eligibility: Designed for studios with annual turnover below €250,000 and up to 10 employees.
- Refill: Resource pools are refilled on the first day of each month. Unused resources do not roll over.
We never automatically charge more than €49 per month in the Indie Starter Plan, instead of automatic upgrades we'll stop your servers when the resources are used up. To continue using ODIN, you can switch to Pay‑as‑you‑Go or upgrade to a higher tier at any time.
Pay‑as‑you‑Go (Pro)
This model charges only for actual usage and suits production workloads beyond the fixed pools.
Voice pricing
Tiered pricing applies per PCU per month:
PCU range | Price per PCU |
---|---|
1–19,999 | €0.29 |
20,000–39,999 | €0.25 |
40,000–59,999 | €0.23 |
60,000–79,999 | €0.20 |
≥ 80,000 | €0.19 |
(PCUs represent the highest number of concurrent users in a month.)
Fleet pricing (instance‑based)
Costs are determined by the combination of vCPUs and RAM and are based on the peak number of concurrently running instances per day. Traffic is always included and there are no hidden fees. Selected examples (full list on the pricing page):
Instance type | vCPUs | RAM | Price/day | Monthly estimate (30 days) |
---|---|---|---|---|
Fleet S‑2 | 1 | 2 GB | €0.60 | ≈ €18 |
Fleet S‑4 | 1 | 4 GB | €0.83 | ≈ €24.90 |
Fleet M‑4 | 2 | 4 GB | €0.93 | ≈ €27.90 |
Fleet M‑8 | 2 | 8 GB | €1.50 | ≈ €45 |
Fleet L‑4 | 4 | 4 GB | €1.66 | ≈ €49.80 |
Fleet L‑8 | 4 | 8 GB | €2.00 | ≈ €60 |
Fleet XL‑4 | 8 | 4 GB | €3.66 | ≈ €109.80 |
Fleet XL‑16 | 8 | 16 GB | €4.33 | ≈ €129.90 |
Billing: Usage is tracked daily and charged monthly. The highest daily count of concurrently running instances determines the price(https://odin.4players.io/pricing/). For voice, the highest number of concurrent users in a month applies.
Pricing Calculator
The ODIN Pricing Calculator is a tool to help you estimate the cost of your game.
ODIN Tier & Capacity Planner
Tier
vCPUs per instance
RAM (GB) per instance
Instances
Result (Trial)
Days covered
15
Based on the limiting resource (Balanced)% of 30-day month
50%
30-day month assumptionDaily resource draw
CPU: 96 h/day
RAM: 192 GB·h/day
Summary
Combining fixed resource pools in the Trial and Indie tiers with a flexible Pay‑as‑you‑Go model gives developers predictable costs and maximum freedom. Using the formulas and examples above, teams can convert CPU and RAM hours into the number of instances their game requires. If the pools prove insufficient, they can switch to Pay‑as‑you‑Go or upgrade tiers at any time.
You have special requirements or want to know more about the pricing?
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